shaders (mainly for DG or antagonist)
Posted: Sun Aug 08, 2010 10:17 pm
hmm, DG or antagonist,
so I made a shader that should shade a circle and as it goes out from the center also smoothly go from the set color to the outside color...
however due to the engine making it so that the shader affects only 1 tile, there is not much use for this.
what would be nice is if the engine could make shaders "reach" over tiles (like particles can) so that I could see if my shader works.
if it does work I could see various applications for it, namely:
a) better fade for LOS, ie instead of dimming squares and somewhat blocky, have it dim from the center out smoothly
b) lights (not just the player but spells and terrain could use this, making them more realistic)
so I made a shader that should shade a circle and as it goes out from the center also smoothly go from the set color to the outside color...
however due to the engine making it so that the shader affects only 1 tile, there is not much use for this.
what would be nice is if the engine could make shaders "reach" over tiles (like particles can) so that I could see if my shader works.
if it does work I could see various applications for it, namely:
a) better fade for LOS, ie instead of dimming squares and somewhat blocky, have it dim from the center out smoothly
b) lights (not just the player but spells and terrain could use this, making them more realistic)